Texture2D diffuseTexture : register(t0);

SamplerState defaultSampler : register(s0);

struct P_IN
{
	float2 texCoord : TEXCOORD;
	float4 pos : SV_POSITION;
};

cbuffer color : register(cb0)
{
	float4 color;
};

float4 PS(P_IN input) : SV_TARGET
{
	return diffuseTexture.Sample(defaultSampler, input.texCoord) * color;
}